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Adding, using and replacing unit models


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#21 ThorinOakenshield2

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Posted 18 March 2015 - 01:32 PM

Oh, wait, I found the problem:

When I was adding Agandaur's model and textures to the Edain mod .big files, I had missed to add his model. I should've checked that first  :facepalm: 

He now shows ingmame and in WB:

Agandaur.png :p

 

Still, thanks for the help :)



#22 ThorinOakenshield2

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Posted 18 March 2015 - 01:51 PM

Wait, I have another  problem:

Ingame he doesn't use any animations for movement or fighting. In other words, he stays all the time like this:

Attached File  game 2015-03-18 15-42-07-37.bmp   2.25MB   174 downloads

What have I missed now?



#23 Ridder Geel

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Posted 18 March 2015 - 08:18 PM

The skeleton lines we might have removed? :p


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#24 ThorinOakenshield2

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Posted 19 March 2015 - 02:20 PM

Ok I added back the Skeletton lines from the original Witchking's ini file to the Witchking's new one (with Agandaur's model), and now he looks like this:

Attached File  game 2015-03-19 16-13-25-71.bmp   2.25MB   161 downloads

Please help  :sad:



#25 Echo

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Posted 19 March 2015 - 02:31 PM

That looks like a coding issue, can you post your model/animation code?


26285.png


#26 ThorinOakenshield2

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Posted 19 March 2015 - 03:06 PM

The animation lines in the ini file? I left them unchanged in Angmar's Witchking ini file. Or should I post them for something else?

#27 Ridder Geel

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Posted 20 March 2015 - 12:09 PM

So... the w3d uses the same animations as the witchking? If not, then no that shouldn't have to be done...


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#28 ThorinOakenshield2

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Posted 20 March 2015 - 12:29 PM

I left the rest of the Witch-king's ini unchanged. I did not edit animation names if that's what  you mean.

I'll go through Agandaur's ini in BOTTA mod and see which animations does he use.



#29 ThorinOakenshield2

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Posted 21 March 2015 - 07:09 AM

In Agandaur's ini file from botta mod he uses two models, the second one being named KUKng_skn; his animation names also contained KUKng in their names. Any idea whose model and animations are those? Are they Angmar Witchking's animations, or some other hero's?

#30 Ridder Geel

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Posted 23 March 2015 - 09:07 AM

Yep Angmar's Witchking's animations :p


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#31 ThorinOakenshield2

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Posted 23 March 2015 - 02:02 PM

Then what is wrong and why the model seems stretched half in the air?

#32 Ridder Geel

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Posted 24 March 2015 - 08:32 AM

Odd glitch that occurs sometimes... For me either adding or removing the skeleton line usually helps with that...


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#33 ThorinOakenshield2

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Posted 24 March 2015 - 09:46 AM

When I remove the skeleton line he doesn't move (I showed a picture of him, he does not use animations then).
BTW do you think that if I remove the Special abilities lines in Agandaur's original ini from BOTTA mod and put the edited file in Edain mod, he may use animations properly?

#34 Ridder Geel

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Posted 24 March 2015 - 10:33 AM

Might be, but I think something else is going wrong... not sure what though.

I assume you are actually modding ROTWK right? So the animations should already be in the game :p


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#35 ThorinOakenshield2

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Posted 24 March 2015 - 10:35 AM

Yes, I am using Angmar Witchking's ini file (with replaced model you know), and haven't changed the animations. I asked MorgulLord and he told me Agandaur is using Angmar Witchking's animations, too.

Edited by ThorinOakenshield2, 24 March 2015 - 10:38 AM.


#36 ThorinOakenshield2

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Posted 24 March 2015 - 01:46 PM

Also, any idea how to add a new UI image for him cus he's using the Witchking's. I tried adding an UI image of him in _edaintextures.big, but how to make him use it?

#37 Ridder Geel

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Posted 25 March 2015 - 08:34 AM

You need to define some of those images in the mappedimages ini files :p (that's where the UI file definitions are)


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#38 ThorinOakenshield2

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Posted 25 March 2015 - 09:02 AM

Ok thanks. Somehow I made him to work. But I used another ini, there is an Edain submod - farm submod
It has him as a hero. I copied his ini into Edain, and voila! - it worked :D
He still uses the Witchking's ui and voice, and special abilities though. Can you link me to tutorials that will help me transfer Agandaur's Special abilities and spells, and his voice tracks, into Edain?

#39 Ridder Geel

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Posted 25 March 2015 - 07:42 PM

This looks like a special power guide:

http://www.the3rdage...tem-405?addview

But seriously just look in the3rdage.net and under tutorials for more of them :p

If ya can't find any there, then neither can i :p


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#40 ThorinOakenshield2

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Posted 25 March 2015 - 08:19 PM

Ok thanks. I still can't figure what was wrong with Agandaur's first ini not working in Edain, but atleast I got him into the mod :p




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